Mobile optimization - render to texel (unity)

I’ve been looking into mobile optimization, specifically how unity does it and was reading this
http://docs.unity3d.com/Manual/MobileOptimizationPracticalRenderingOptimizations.html

That process seems easy enough, but I was curious as to the textures on the image below. The left is diffuse, but what’s the other two images?

Second one is model space normals. Not sure what is the third, looks like local vertex position. No idea how they use it.

you’re right about the 2nd one being world space normals, the third one is world space positions. both generated during render to texel routine.

I realized this only after implementing it and dumping the two texture maps to png files.

example scene: cube obj to bake and render to texture plane

generated textures: world space normal texture map and world space position texture map

baked image